Monster: Scyther of Thoon
Scythers of Thoon are more advanced construct troops that wield dual-wield scythes, have headlights eyes, can shoot fire beams out of the eyes, and dispel magic with a touch. Cool.
Scyther of Thoon [Monster Manual V, page 116]
160 points
Attribute Modifiers: ST+4 [40]; DX+2 [40]; IQ-10 [-200];
HT+1 [10].
Secondary
Characteristic Modifiers: HP+2 [4]; Will+10 [50]; Per+10 [50]; Basic Speed +0.25 [5].
Advantages: Dark Vision [25]; DR 4 [20]; DR 4
(Limited, Electricity, -40%) [12]; Doesn’t Breathe [20]; Doesn’t Eat or Drink
[10]; Doesn’t Sleep [20]; ER 10 (Magic) [30]; Extra Arms 2 [20]; Extra Attack 1
[25]; High Pain Threshold [10]; Immunity to Metabolic Hazards [30]; Immunity to
Mind Control [30]; Injury Tolerance (Unliving, No Blood) [25]; Unaging [15];
Unfazeable [15]; Vacuum Support [5].
Acid Resistance [68]: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited,
Acid, -40%; Tough Skin, -40%) [50] + Immunity to Noxious Acidic Effects [10] + Internal
Sealed (Acid-Resistant Only, -60%) [2] + Sealed (Acid-Resistant Only, -60%)
[6].
Spell-Like Abilities (Alternative Abilities) [15]:
Dispelling Touch [13];
Flame Jet 2 (Gaze-based, +0%)
[10/5=2] – see Pyramid #3-63, page 8.
Disadvantages: Automaton [-85]; Cannot Learn [-30]; No Sense of Smell/Taste [-5]; Numb [-20]; Reprogrammable [-10]; Social Stigma (Valuable Property) [-10]; Unnatural [-50]; Wealth (Dead Broke) [-25].
Perks: Illumination (Headlights) [1].
Features: Not Subject to Fatigue; Sterile; Taboo Trait (Fixed IQ).
Creature Type: Construct.
Flame Jet 2 (Gaze-based, +0%) [10/5=2] -> Flame
Jet 2 (Gaze-based, +0%) [15]
Dispelling
Touch [13] -> Dispelling
Touch [13/5=3]
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Typical Stats
ST:
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14
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HP:
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16
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Speed:
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6
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DX:
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12
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Will:
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10
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Move:
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6
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IQ:
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0
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Per:
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10
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|
|
HT:
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11
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FP:
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N/A
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SM:
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+0
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Dodge:
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9
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Parry:
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9U
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DR:
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4, 4 (vs. electricity), 20 (vs. acid)
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Scythe swing (13): swing 3d-1 cutting, Reach 1.
Scythe swing (13): swing 2d+1 impaling, Reach 1.
Scythe thrust (13): thrust 1d-1 cutting (KYOS: 1d+1 cutting), Reach 1. Hook.
Spell-Like Abilities (Alternative Abilities):
Dispelling Touch (10);
Flame Jet 2 (14) – see Pyramid #3-63, page 8.
Traits:
Automaton; Cannot Learn; Dark Vision; Doesn’t Breathe; Doesn’t Eat or Drink; Doesn’t Sleep; ER 10 (Magic); Extra Arms 2; Extra Attack 1; High Pain Threshold; Illumination (Headlights); Immunity to Metabolic Hazards; Immunity to Mind Control; Immunity to Noxious Acidic Effects; Injury Tolerance (Unliving, No Blood); Internal Sealed (Acid-Resistant Only); No Sense of Smell/Taste; Numb; Reprogrammable; Sealed (Acid-Resistant Only); Sterile; Social Stigma (Valuable Property); Taboo Trait (Fixed IQ); Unaging; Unfazeable; Unnatural; Vacuum Support; Wealth (Dead Broke).
Skills: Innate
Attack (Gaze)-14; Two-Handed Axe/Mace-13.
Creature Type: Construct.
NEW SORCERY SPELL
Dispelling Touch
Keywords: Obvious, Resisted (Will or
spell).
Full Cost: 13 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit,
Range: Touch.
Duration: Instantaneous.
Attempts to negate every instance of
magic affecting the subject. Dispelling Touch does not care if the spell is
beneficial or harmful; this spell attempts to counter everything. Casting Dispelling
Touch on another magician will remove any Buff spells and such that he’d
previously cast upon himself, but does not affect any of his more distant
ongoing spells nor his spellcasting ability.
Note how much the sorcerer’s Will
roll succeeds by; every spell affecting the subject resists separately with a
Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent
(if a power); for the latter, the Talent is usually Sorcery Talent or some type
of Magery. If the sorcerer wins, the spell dissipates; it may be recast
normally.
Dispel Magic has no effect on
instantaneous spells (which don’t stick around) or on the secondary effects of lasting
spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t
go away). Also, some spells explicitly state that they are unaffected by Dispel
Magic; such spells cannot be dispelled by Dispelling Touch as well – they require
more powerful countermagic, usually Remove Curse (see GUPRS Thaumatology: Sorcery, p. 21). It also cannot end Truly
Permanent effects, such as the magic of enchanted items.
Statistics:
Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Interruption,
-50%; Sorcery, -15%) [13].
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